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A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic

OBJECTIVES: Little is known about the extent of video gaming among elite athletes, specifically under stressful conditions like those induced by the current COVID-19 pandemic. The aim of this study was to evaluate the intensity and extent of video gaming in the context of the COVID-19 pandemic, duri...

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Autores principales: Breckwoldt, Tabea, Fröhlich, Stefan, Iff, Samuel, Bitar, Raoul, Spörri, Jörg, Scherr, Johannes, Seifritz, Erich, Quednow, Boris B., Claussen, Malte Christian
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9742546/
https://www.ncbi.nlm.nih.gov/pubmed/36518949
http://dx.doi.org/10.3389/fpsyg.2022.880313
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author Breckwoldt, Tabea
Fröhlich, Stefan
Iff, Samuel
Bitar, Raoul
Spörri, Jörg
Scherr, Johannes
Seifritz, Erich
Quednow, Boris B.
Claussen, Malte Christian
author_facet Breckwoldt, Tabea
Fröhlich, Stefan
Iff, Samuel
Bitar, Raoul
Spörri, Jörg
Scherr, Johannes
Seifritz, Erich
Quednow, Boris B.
Claussen, Malte Christian
author_sort Breckwoldt, Tabea
collection PubMed
description OBJECTIVES: Little is known about the extent of video gaming among elite athletes, specifically under stressful conditions like those induced by the current COVID-19 pandemic. The aim of this study was to evaluate the intensity and extent of video gaming in the context of the COVID-19 pandemic, during which the usual daily routine of many athletes was disrupted. METHODS: Overall, 203 elite athletes from Switzerland who participated in Olympic sports or in “International Olympic Committee”—approved disciplines were interviewed using an online questionnaire. They were questioned on their video game consumption during the first Swiss lockdown during the COVID-19 pandemic as well as on their athletic performance and economic circumstances. Additionally, mental and physical health were assessed by standardized questionnaires. From this questionnaire data, predictors of gaming time were evaluated using multivariable analysis. RESULTS: Before the lockdown, 21% of the participating athletes played video games regularly. The average playing time was 15.8 h per month within the gamer group. During the first lockdown, 29% of athletes reported gaming regularly, and within the gamer group the average gaming time increased significantly, by 164%. The mental health burden showed significant differences between gamers and non-gamers regarding existential fears during the lockdown, the ability to cope with governmental measures due to COVID-19 and total sleeping time. However, there was no statistical difference in respect to standardized scales for depressive symptoms, sleep behavior, and anxiety. Higher video gaming time during the lockdown was significantly associated with male gender and previous gaming before the COVID-19 lockdown. CONCLUSION: Video gaming time increased significantly during the first lockdown. Whether video gaming among elite athletes hereby functions as an effective coping behavior remains to be shown and requires more research.
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spelling pubmed-97425462022-12-13 A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic Breckwoldt, Tabea Fröhlich, Stefan Iff, Samuel Bitar, Raoul Spörri, Jörg Scherr, Johannes Seifritz, Erich Quednow, Boris B. Claussen, Malte Christian Front Psychol Psychology OBJECTIVES: Little is known about the extent of video gaming among elite athletes, specifically under stressful conditions like those induced by the current COVID-19 pandemic. The aim of this study was to evaluate the intensity and extent of video gaming in the context of the COVID-19 pandemic, during which the usual daily routine of many athletes was disrupted. METHODS: Overall, 203 elite athletes from Switzerland who participated in Olympic sports or in “International Olympic Committee”—approved disciplines were interviewed using an online questionnaire. They were questioned on their video game consumption during the first Swiss lockdown during the COVID-19 pandemic as well as on their athletic performance and economic circumstances. Additionally, mental and physical health were assessed by standardized questionnaires. From this questionnaire data, predictors of gaming time were evaluated using multivariable analysis. RESULTS: Before the lockdown, 21% of the participating athletes played video games regularly. The average playing time was 15.8 h per month within the gamer group. During the first lockdown, 29% of athletes reported gaming regularly, and within the gamer group the average gaming time increased significantly, by 164%. The mental health burden showed significant differences between gamers and non-gamers regarding existential fears during the lockdown, the ability to cope with governmental measures due to COVID-19 and total sleeping time. However, there was no statistical difference in respect to standardized scales for depressive symptoms, sleep behavior, and anxiety. Higher video gaming time during the lockdown was significantly associated with male gender and previous gaming before the COVID-19 lockdown. CONCLUSION: Video gaming time increased significantly during the first lockdown. Whether video gaming among elite athletes hereby functions as an effective coping behavior remains to be shown and requires more research. Frontiers Media S.A. 2022-11-28 /pmc/articles/PMC9742546/ /pubmed/36518949 http://dx.doi.org/10.3389/fpsyg.2022.880313 Text en Copyright © 2022 Breckwoldt, Fröhlich, Iff, Bitar, Spörri, Scherr, Seifritz, Quednow and Claussen. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Breckwoldt, Tabea
Fröhlich, Stefan
Iff, Samuel
Bitar, Raoul
Spörri, Jörg
Scherr, Johannes
Seifritz, Erich
Quednow, Boris B.
Claussen, Malte Christian
A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic
title A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic
title_full A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic
title_fullStr A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic
title_full_unstemmed A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic
title_short A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic
title_sort stabilizing factor?–video gaming among elite athletes during the first lockdown of the covid-19 pandemic
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9742546/
https://www.ncbi.nlm.nih.gov/pubmed/36518949
http://dx.doi.org/10.3389/fpsyg.2022.880313
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